1 Department of Communication, The Ohio State University , Columbus, Ohio.
Cyberpsychol Behav Soc Netw. 2015 Apr;18(4):203-7. doi: 10.1089/cyber.2014.0599. Epub 2015 Mar 24.
Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.
关于电子游戏暴力的研究发现了大量一致的证据,即电子游戏中的暴力往往与反社会行为的增加有关。然而,这一领域的大多数研究都忽略了许多暴力游戏的一个显著特征:道德决策。当道德决策被纳入到情境中时,电子游戏暴力的影响可能会发生变化。电子游戏改变行为的一种方式是通过改变玩家的自我认知,这个过程被称为身份模拟。此外,一种被称为道德许可的观点预测,这些影响在行为之间不一定是一致的,因为人们应该在许多行为中努力在自私和保持道德高地之间取得平衡。因此,电子游戏中的道德选择(或不道德选择)可能会预测游戏后不久的行为更不道德(或更道德)。然而,之后的行为可能会再次回归,从而产生亲社会和反社会行为的循环。本实验要求参与者在电子游戏中做出道德选择,然后在接下来的两项任务中测量他们的行为。结果表明,在电子游戏中采取参与者认为更符合道德规范的思维模式,会预测第一个任务中更多的反社会行为,但在下一个任务中会表现出更多的亲社会行为。这些结果支持了电子游戏和道德行为背景中的身份模拟和道德许可过程,并表明电子游戏暴力的影响可能比之前理解的更为复杂。